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Human beings have long sought to conquer the unconquerable and to push the boundaries of human endurance. There are few such endeavors more challenging than venturing into the coldest and harshest environments on the planet. The challenges these adventurers face are nearly countless, but one that is often underestimated is

Human beings have long sought to conquer the unconquerable and to push the boundaries of human endurance. There are few such endeavors more challenging than venturing into the coldest and harshest environments on the planet. The challenges these adventurers face are nearly countless, but one that is often underestimated is the massive risk of dehydration in high mountains and the lack of sufficient technology to meet this important need. Astronauts and mountaineers of NASA's Johnson Space Center have created a technology that solves this problem: a freeze-resistant hydration system that helps stop water from freezing at sub-zero temperatures by using cutting-edge technology and materials science to insulate and heat enough water to prevent dehydration over the course of the day, so that adventurers no longer need to worry about their equipment stopping them. This patented technology is the basis of the founding of Aeropak, an advanced outdoor hydration brand developed by three ASU students (Kendall Robinson, Derek Stein, and Thomas Goers) in collaboration with W.P. Carey’s Founder’s Lab. The primary goal was to develop traction among winter sport enthusiasts to create a robust customer base and evaluate the potential for partnership with hydration solution companies as well as direct sales through online and brick-and-mortar retail avenues. To this end, the Aeropak team performed market research to determine the usefulness and need for the product through a survey sent out to a number of outdoor sporting clubs on Arizona State University’s campus. After determining an interest in a potential product, the team developed a marketing strategy and business model which was executed through Instagram as well as a standalone website, with the goal of garnering interest and traction for a future product. Future goals of the project will be to bring a product to market and expand Aeropak’s reach into a variety of winter sport subcommunities, as well as evaluate the potential for further expansion into large-scale retailers and collaboration with established companies.

ContributorsStein, Derek W (Co-author) / Robinson, Kendall (Co-author) / Goers, Thomas (Co-author) / Byrne, Jared (Thesis director) / Sebold, Brent (Committee member) / Chemical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

The purpose of this paper is to raise awareness about the problem nonrevenue sports face today by analyzing the key factors of the failing Division 1 model and providing some unforeseen consequences in the elimination of nonrevenue sports. The first section will explore the elimination and financial trends of NCAA

The purpose of this paper is to raise awareness about the problem nonrevenue sports face today by analyzing the key factors of the failing Division 1 model and providing some unforeseen consequences in the elimination of nonrevenue sports. The first section will explore the elimination and financial trends of NCAA Division 1 in a historical and contemporary context. The second section will provide the deep-rooted problems associated with collegiate sports. Lastly, the third section will analyze unforeseen consequences for athletic departments that should be accounted for when contemplating the elimination of a nonrevenue program.

ContributorsBelshay, Cade Michael (Author) / Eaton, John (Thesis director) / Mowka, Michael (Committee member) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

As part of the Founders’ lab program, this thesis explores a social venture idea whose concept is to connect the philanthropic community with individuals and organizations in need of funding a project relating to (Sustainable Development Goals) SDG indicators through a peer to peer donation platform. Through this platform, the

As part of the Founders’ lab program, this thesis explores a social venture idea whose concept is to connect the philanthropic community with individuals and organizations in need of funding a project relating to (Sustainable Development Goals) SDG indicators through a peer to peer donation platform. Through this platform, the philanthropic community will have the possibility to easily access a wide range of projects to support as well as underserved individuals and communities seeking for help, track their impact, donate in a complete transparent donation process, and automate donations through bank card rounds-up. This social venture idea has been named PhilanthroGo.

ContributorsFrank, Gregory Keith (Co-author) / Boeh, Morgan (Co-author) / Veal, Hayley (Co-author) / Byrne, Jared (Thesis director) / Givens, Jessica (Committee member) / Satpathy, Asish (Committee member) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

A large section of United States citizens live far away from supermarkets and do not have<br/>an easy way to get to one. This portion of the population lives in an area called a food desert.<br/>Food deserts are geographic areas in which access to affordable, healthy food, such as fresh<br/>produce, is

A large section of United States citizens live far away from supermarkets and do not have<br/>an easy way to get to one. This portion of the population lives in an area called a food desert.<br/>Food deserts are geographic areas in which access to affordable, healthy food, such as fresh<br/>produce, is limited or completely nonexistent due to the absence of convenient grocery stores.<br/>Individuals living in food deserts are left to rely on convenience store snacks and fast food for<br/>their meals because they do not have access to a grocery store with fresh produce in their area.<br/>Unhealthy foods also lead to health issues, as people living in food deserts are typically at a<br/>higher risk of diet-related conditions, such as obesity, diabetes, and cardiovascular disease.<br/>Harvest, a sustainable farming network, is a smartphone application that teaches and guides<br/>people living in small spaces through the process of growing fresh, nutritious produce in their<br/>own homes. The app will guide users through the entire process of gardening, from seed to<br/>harvest. Harvest would give individuals living in food deserts an opportunity to access fresh<br/>produce that they currently can’t access. An overwhelming response based on our user<br/>discussion and market analysis revealed that our platform was in demand. Development of a<br/>target market, brand guide, and full lifecycle were beneficial during the second semester as<br/>Harvest moved forward. Through the development of a website, social media platform, and<br/>smartphone application, Harvest grew traction for our platform. Our social media accounts saw a<br/>1700% growth rate, and this wider audience was able to provide helpful feedback.

ContributorsBalamut, Hannah (Co-author) / Raimondo, Felix (Co-author) / Tobey, Anna (Co-author) / Byrne, Jared (Thesis director) / Satpathy, Asish (Committee member) / Morrison School of Agribusiness (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

A large section of United States citizens live far away from supermarkets and do not have an easy way to get to one. This portion of the population lives in an area called a food desert. Food deserts are geographic areas in which access to affordable, healthy food, such as

A large section of United States citizens live far away from supermarkets and do not have an easy way to get to one. This portion of the population lives in an area called a food desert. Food deserts are geographic areas in which access to affordable, healthy food, such as fresh produce, is limited or completely nonexistent due to the absence of convenient grocery stores. Individuals living in food deserts are left to rely on convenience store snacks and fast food for their meals because they do not have access to a grocery store with fresh produce in their area. Unhealthy foods also lead to health issues, as people living in food deserts are typically at a higher risk of diet-related conditions, such as obesity, diabetes, and cardiovascular disease. Harvest, a sustainable farming network, is a smartphone application that teaches and guides people living in small spaces through the process of growing fresh, nutritious produce in their own homes. The app will guide users through the entire process of gardening, from seed to harvest. Harvest would give individuals living in food deserts an opportunity to access fresh produce that they currently can’t access. An overwhelming response based on our user discussion and market analysis revealed that our platform was in demand. Development of a target market, brand guide, and full-lifecycle were beneficial during the second semester as Harvest moved forward. Through the development of a website, social media platform, and smartphone application, Harvest grew traction for our platform. Our social media accounts saw a 1700% growth rate, and this wider audience was able to provide helpful feedback.

ContributorsTobey, Anna Elisabeth (Co-author) / Raimondo, Felix (Co-author) / Balamut, Hannah (Co-author) / Byrne, Jared (Thesis director) / Givens, Jessica (Committee member) / Satpathy, Asish (Committee member) / School of Life Sciences (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

A large section of United States citizens live far away from supermarkets and do not have an easy way to get to one. This portion of the population lives in an area called a food desert. Food deserts are geographic areas in which access to affordable, healthy food, such as

A large section of United States citizens live far away from supermarkets and do not have an easy way to get to one. This portion of the population lives in an area called a food desert. Food deserts are geographic areas in which access to affordable, healthy food, such as fresh produce, is limited or completely nonexistent due to the absence of convenient grocery stores. Individuals living in food deserts are left to rely on convenience store snacks and fast food for their meals because they do not have access to a grocery store with fresh produce in their area. Unhealthy foods also lead to health issues, as people living in food deserts are typically at a higher risk of diet-related conditions, such as obesity, diabetes, and cardiovascular disease. Harvest, a sustainable farming network, is a smartphone application that teaches and guides people living in small spaces through the process of growing fresh, nutritious produce in their own homes. The app will guide users through the entire process of gardening, from seed to harvest. Harvest would give individuals living in food deserts an opportunity to access fresh produce that they currently can’t access. An overwhelming response based on our user discussion and market analysis revealed that our platform was in demand. Development of a target market, brand guide, and full lifecycle were beneficial during the second semester as Harvest moved forward. Through the development of a website, social media platform, and smartphone application, Harvest grew traction for our platform. Our social media accounts saw a 1700% growth rate, and this wider audience was able to provide helpful feedback.

ContributorsRaimondo, Felix Ryan (Co-author) / Tobey, Anna (Co-author) / Balahmut, Hannah (Co-author) / Byrne, Jared (Thesis director) / Satpathy, Asish (Committee member) / Human Systems Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Esports is the fastest growing sub sector within the entertainment industry, predicted to garner over 600 million viewers by 2022. However, there is a big category of esports - mobile esports - that are not yet recognized globally. This thesis project analyzes how mobile esports has risen in the Eastern

Esports is the fastest growing sub sector within the entertainment industry, predicted to garner over 600 million viewers by 2022. However, there is a big category of esports - mobile esports - that are not yet recognized globally. This thesis project analyzes how mobile esports has risen in the Eastern countries of the world, primarily Southeast Asia, and compares it to the possibility of replication in the Western countries of the world, primarily the United States and Brazil. It examines the specific factors that caused mobile gaming and thus mobile esports to flourish in the East Region of the world. The thesis additionally incorporates current attitudes towards esports and mobile esports in the United States and discusses the viewpoints of consumers in those specific areas. This research uses primary data and literature synthesis to ultimately increase knowledge on how mobile esports has risen in popularity in various Asian countries and whether or not mobile esports can thrive in a different environment such as the United States.<br/><br/>This thesis takes data from the “Newzoo Global Esports Market Report” conducted in 2020 by Newzoo. This report does the following:<br/>- dives deep into the global and regional esports economy<br/>- provides a realistic estimate of the market’s future potential regarding revenue streams, audience numbers, key trends, and franchises<br/>- highlights financial and statistical trends for the esports industry in the future<br/><br/>Overall the thesis finds that mobile esports have succeeded in the Asian market due to an established demographic of esports fans and players, mobile first consumers, and wide technology network in Asia. Data analysis finds that currently many American gamers still find mobile gaming to be “boring” and ultimately that cultural attitude, generational shifts, and the ideal game need to align for mobile esports to succeed in the United States.

ContributorsCai, Mark William (Author) / Sopha, Matthew (Thesis director) / Eaton, John (Committee member) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
The Founders Lab Thesis tasked each team with taking an idea and trying to form a business out of it. In the process, the thesis director would be there to guide each team and provide expertise where needed. The venture that was assigned originally to our team was a posture

The Founders Lab Thesis tasked each team with taking an idea and trying to form a business out of it. In the process, the thesis director would be there to guide each team and provide expertise where needed. The venture that was assigned originally to our team was a posture correcting device, however after numerous attempts to correspond reliably with the developers of this technology, it was decided that the team should move on to a new idea. Therefore, our team took on a venture named Altion Security: an initiative with the main goal being the safekeeping of customers interests. The product that we were tasked with is a bike alarm that simply rings out when it detects someone tampering with it. This product is a solution to the problem of bike thefts. 2 million bikes are stolen each year in North America, which translates roughly to a theft every 30 seconds (Project 529).
There are quite a few readily available products that one can buy if one looks past some of their flaws. A lot of these alarms either require a user to carry an extra communication device, or they are too big or expensive. The proposed solution merges all desirable features of a bike alarm into one module. In light of this, surveys were conducted to ascertain what these qualities would need to be. The top considerations for purchasing this alarm were how costly it would be, the false detection rate, and also the battery life. Additionally, the features that were most requested was the inclusion of a GPS and a camera. In order to incorporate these features, a three year plan was formulated which would culminate into a bike network in which each bike could communicate with other bikes. This would allow for an IOT network to be established, thus far exceeding expectations. The price point for this alarm is USD $10.00-15.00 and can come in a variety of colors. Additionally, this concept can be applied to many different scenarios, from protecting boats/jet skis and other aquatic vehicles, to houses as well. Furthermore, one could miniaturize this technology to be used in jewelry or accessories.
ContributorsOgunmefun, Adeoluwa (Co-author) / Gong, Alan (Co-author) / Parra, Rocio Ivette (Co-author) / Byrne, Jared (Thesis director) / Sebold, Brent (Committee member) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
The number of seniors who use technology continues to grow every day. Since technology has rapidly evolved in recent years, seniors often lack the skills to comfortably use it. This fact was made especially clear when one of the group members heard the story of a neighbor helping seniors in

The number of seniors who use technology continues to grow every day. Since technology has rapidly evolved in recent years, seniors often lack the skills to comfortably use it. This fact was made especially clear when one of the group members heard the story of a neighbor helping seniors in the community learn to better operate and understand technology. That story prompted the creation of a business designed to assist seniors in using technology. In this paper we will discuss our business model for a start up company named SenTech (Senior Tech Solutions) that was created by three college students. SenTech will provide various services to assist seniors with their technological needs within the scope of Apple products. We will discuss the problem, barriers, competitive advantages, marketing strategy, solution, financials, and future of SenTech.
The challenges our team faced were mainly due to COVID-19 and the social distancing guidelines provided by the CDC. Because of this, we were not able to conduct as many interviews as we planned. We also hoped to prepare a training course for seniors, but our plans were disrupted, so we shifted to a more research-based study.
ContributorsSnee, Spencer (Co-author) / Tapia, Esmeralda (Co-author) / Vukcevic, Lazar (Co-author) / Byrne, Jared (Thesis director) / Sebold, Brent (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
The National Hockey League is the highest league of hockey in the world. They have the highest attendance percentage out of the four major sports in North America (National Football League, National Basketball Association, Major League Baseball). However, the NHL is lacking insurmountably in the media rights revenue space compared

The National Hockey League is the highest league of hockey in the world. They have the highest attendance percentage out of the four major sports in North America (National Football League, National Basketball Association, Major League Baseball). However, the NHL is lacking insurmountably in the media rights revenue space compared to these other three major sports leagues in the United States. This paper is designed to find innovative solutions to remedy this problem, by incorporating the new Puck and Player Tracking technology into the television and streaming broadcasts. We first identified the core values of fans and their consumption habits and behaviors. We obtained an interview with the Senior Hockey Writer for ESPN, Greg Wyshynski, on the development and implementation of Puck and Player Tracking technology. From there, we created a survey to gauge the consumer perception of the Puck and Player Tracking technology, which allowed us to perform analytical tests to determine the best possible implementation strategy for the PPT technology into broadcasts. Using statistical testing methods, we identified that survey respondents found the least invasive augmented broadcast element was a small, gray puck trail displayed on the ice. From these findings, we proposed that the ideal implementation of the Puck and Player Tracking technology into television broadcasts should feature this element in all future traditional NHL television broadcasts and the player statistical broadcast should be offered as a second screen streamed broadcast. This implementation, compounded with other factors in the upcoming NHL media rights negotiations, creates a more valuable television product, which in turn will lead to a more competitive media rights deal.
ContributorsDiluchio, Ryan Patrick (Author) / McIntosh, Daniel (Thesis director) / Eaton, John (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05